#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

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layout (std140,set = 0, binding = 0) uniform bufferVals {
    float brightFactor;
    float landStartY;
    float landYSpan;
} myBufferVals;

layout (set = 1, binding = 1) uniform sampler2D texGrass;

layout (location = 0) in vec2 inTexCoor;
layout (location = 1) in float landHeight;
layout (location = 0) out vec4 outColor;

void main() {
    vec4 grassColor = textureLod(texGrass, inTexCoor, 0.0);
    vec4 finalColor = grassColor;
    outColor=myBufferVals.brightFactor*finalColor;
}